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This directory contains OpenKTG. This dates back to 2007, when we were asked to write a proposal for what was to be an open texture generation standard. OpenKTG takes a lot of the ideas from our existing texture generators, but was designed to be simple to describe and orthogonal, much more so than any of our texture generators up to that point had been. It also fixes a bunch of conceptual problems: for example, this is the first of our texture generators to properly respect (premultiplied) alpha everywhere. This code was designed to function as a reference implementation and is written for clarity and simplicity, not speed. Textures are represented with full 16 bits per color channel (without any precision reduction as in RG2 or Werkkzeug3), and everything gets rounded properly. Also, there are consistent rules for texture sampling/filtering and pixel centers that are designed to make compliant hardware implementations easy: texture and pixel coordinates match OpenGL / OpenGL ES and D3D10+ rules, for instance. In short, this code is not fast, but some care was taken to ensure that fast and correct implementations would be possible and reasonably easy. It seems like a good starting point for ports to other execution environments (particular pixel/compute shader based texture generation), definitely more so than the original Werkkzeug3 texture generator.